;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Rules for Appeasement and Argression BETA VERSION
;   Based on the original rules by Microprose and edited by Nick Dowling 
;   (nick_dowling@hotmail.com)
;   
;   
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
3       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
1       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
4       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
25      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
8       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
9       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Adv Fighter Tactics,4,-2,  Rad, MP,  1, 2    ; AFl
Education System,   5, 1,  Bri, nil, 1, 3    ; Alp
Armoured Divisions, 3,-2,  Che, Env, 2, 0    ; Amp
Military Logistics, 4, 1,  X3,  X4,  0, 1    ; Ast
Industrial Base,    4,-1,  X3,  X4,  3, 3    ; Ato
Automobile,         6,-1,  no, nil, 2, 4    ; Aut
Financial System,   4, 1,  X3,  X4,  0, 3    ; Ban
Government Services,4, 0,  X3,  X4,  0, 4    ; Bri
Electronic Theory,  6,-1,  X3,  X4,  1, 3    ; Bro
Flight,             5, 0,  X3,  X4,  0, 2    ; Cer
Armoured Doctrine,  5,-1,  Cst, Ato,  2, 0    ; Che
Compact Radio,      4,-2,  Ast,  CoL, 2, 4    ; Chi
Precision Manufacturing,4, 1,Ato,  Cmp, 3, 1    ; CoL
Pre-Fab Manufacturing,5,-1,  Ast,  Env, 3, 3    ; CA 
Improved Optics,    5,-1,  CoL, nil, 2, 4    ; Cmb
Soviet Communism,   5, 0,  X3,  X4, 0, 4    ; Cmn
Government Research,4, 1,  Alp, nil, 1, 3    ; Cmp
Highway System,     7,-1,  CA,  Dem, 2, 4    ; Csc
WW1 Experiance,     4, 0,  X3,  X4,  0, 1    ; Cst
Monoplanes,         4, 0,  Cer, CoL,  1, 2    ; Cor
Large Airframes,    4, 1,  Cor, CA,  1, 2    ; Cur
Liberal Democracy,  5, 1,  X3,  X4, 0, 4    ; Dem
Pre-Keynesian Economics,4, 1,  X3,  X4,  0, 3    ; Eco
Electricity,        4, 0,  nil, nil, 1, 4    ; E1 
US Support,         4, 1,  X3,  X4, 3, 1    ; E2 
Neutrality,         4, 0,  X3,  X4,  3, 1    ; Eng
Military Research I,3, 1,  Cmb, Cmp, 1, 3    ; Env
Military Research II,2,-1,  Env, Gun, 1, 3    ; Esp
Explosives,         5, 0,  nil,  nil, 1, 4    ; Exp
Armoured Airframe,  4,-1,  AFl, Rob, 1,2    ; Feu
Bomber Doctrine,    4,-1,  Cst,  Cur, 1, 2    ; Fli
War Democracy,      3,-2,  Dem, Mat, 0, 4    ; Fun
Fighters,           3, 0,  Fli,  Env, 1, 2    ; FP 
Close Air Support,  3, 2,  FP,  Rad, 1, 2    ; Gen
Guerrilla Warfare,  4, 1,  X3,  X4,  1, 1    ; Gue
Blitzkrieg Warfare, 8,-2,  Gen, Amp, 2, 0 ; Gun
Radar,              4,-1,  Rad, Env, 2, 3    ; Hor
Industrialization,  6, 0,  no, nil, 3, 3    ; Ind
Rearmament,         6, 0,  Env, Fli, 0, 1    ; Inv
Naval Aviation,     5,-1,  FP,  Rad, 2, 1    ; Iro
Labor Union,        4,-1,  nil, nil, 3, 3    ; Lab
Amphibious Doctrine,4, 0,  Iro, Ldr, 1, 1    ; Las
Mechanised Infantry,5,-1,  Gun, Pot, 2, 0    ; Ldr
Literacy,           5, 2,  nil, nil, 1, 3    ; Lit
Infantry AT Weapons,4,-2,  Rob, Ldr, 1, 1    ; Too
Keynsian Economics, 4,-1,  Pot, Fun, 0, 3    ; Mag
Map Making,         6,-1,  nil, nil, 1, 3    ; Map
Parachute Infantry, 4, 1,  Cur, Rad, 1, 1    ; Mas
Adv. Fuel & Engines,5, 0,  Cur, Esp, 1, 2    ; MP 
Air Defence Network,4,-1,  Fli,  Hor, 1, 0    ; Mat
Antibiotics,        4, 0,  Esp, Rfg, 3, 4    ; Med
High Angle Guns,    6,-2,  Mat, Cmb, 1, 0    ; Met
Heavy Fighters,     4, 1,  FP,  Rad, 1, 2    ; Min
Nuclear Doctrine,   8,-1,  Pla, Ref, 3, 2    ; Mob
Dictatorship,       5, 1,  X3,  X4, 0, 4    ; Mon
Religion,           5, 1,  nil, nil, 1, 3    ; MT 
Radio Entertainment,4, 0,  Wri, nil, 2, 4    ; Mys
Naval Warfare,      6,-1,  Ast, Cst,  2, 1    ; Nav
Vacuum Tube,        6,-2,  Hor, Bro,  2, 3    ; NF 
Code Breaking,      3, 0,  Phi,  Esp, 1, 3    ; NP 
Early Computers,    6, 1,  NF,  nil, 2, 3    ; Phi
Precision Bombing,  4,-1,  Fli,  Cmb, 1, 2    ; Phy
Terror Bombing,     4, 1,  Met, Phy, 1, 2    ; Pla
Long Ranged Fighers,4, 0,  Phy, AFl,  1, 2    ; Plu
Jet Aircraft,       4, 0,  Plu, Min, 2, 2    ; PT 
War Economy,        4, 1,  Inv, nil,  0, 3    ; Pot
Radio Command Network,5,-1, Chi, Bro,  2, 4    ; Rad
Post-War Reconstruction,6, 0,  Mag, nil, 0, 3    ; RR 
Nuclear Theory,     2, 1,  Esp, Pot, 3, 2    ; Rec
Nuclear Weapons Design,4, 0,  Rec, Phi, 3, 2 ; Ref
Scientific Farming, 3, 1,  Alp,  nil, 1, 4    ; Rfg
Fascism,             5, 1,  X3,  X4, 0, 4    ; Rep
Anti-Blitzkrieg Tactics,  5,-2,  Gun, nil, 2, 0    ; Rob
American Armour,    6,-2,  X5,  Rob, 2, 0    ; Roc
Sanitation,         4, 2,  nil, nil, 1, 4    ; San
Seafaring,          4, 1,  nil, nil, 2, 1    ; Sea
Heavy Armour,       4, 1,  Too, Sup, 3, 0    ; SFl
Large Ship Design,  3,-2,  Nav,  CA,  2, 1    ; Sth
Submarine Warfare,  4,-1,  Nav,  nil, 2, 1    ; SE 
Deisel-Electric Subs,6,-1,  SE,  MP, 2, 1    ; Stl
Sloped Armour,      4, 1,  Rob, Esp, 3, 0    ; Sup
City Defences,      6,-1,  Cst,  nil, 0, 1    ; Tac
Theology,           3, 2,  nil, nil, 1, 3    ; The
High Velocity Guns, 4, 0,  Mat, Sup, 2, 0    ; ToG
International Trade,4, 2,  nil, nil, 0, 3    ; Tra
University,         5, 1,  Alp, nil, 1, 3    ; Uni
Female Industrialisation, 4,-1,  Fun, Pot, 3, 3    ; War
Not Dictatorship,   4,-1,  X3,  X4, 3, 1    ; Whe
News Media,         4, 2,  Lit, nil, 1, 4    ; Wri
Future Technology,  1, 0,  nil, nil, 2, 3    ; FT 
Not British,        3, 0,  X3,  X4,  3, 1    ; U1 
Not German,         3, 0,  X3,  X4,  3, 1    ; U2 
Not French,         3, 0,  X3,  X4,  3, 1    ; U3 
Not Soviet,         3, 0,  X3,  X4,  3, 1    ; X1 
Not Italian,        3, 0,  X3,  X4,  3, 1    ; X2 
Unreachable1,       3, 0,  no,  no,  3, 1    ; X3 
Unreachable2,       3, 0,  no,  no,  3, 1    ; X4 
US Build Up,         3, 0,  Dem, E2,  3, 1    ; X5 
Fall of Britain,    3, 0,  X3,  X4,  3, 1    ; X6 
Fall of Germany,    3, 0,  X3,  X4,  3, 1    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Parliament,               10, 0,    nil,
Barracks,                  6, 1,    nil,
Grain Stores,              6, 1,    nil,
Radio Station,             6, 0,    Mys,
MarketPlaces,              8, 1,    nil,
Newspaper,                 8, 1,    Wri,
Local Government,         10, 2,    Bri,
City Defences,             8, 2,    Tac,
Dam,                       8, 2,    Bri,
Bank,                     12, 2,    Ban,
Cathedral,                12, 2,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    Bri,
Stadium,                  10, 4,    nil,
Factory,                  20, 4,    Ato,
Assembly Plant,           32, 5,    CA, 
Civil Defence Program,    30, 5,    Mob, 
Full Employment Program,  20, 4,    Mag,
Power Plant,              16, 4,    Ato,
Hydro Dam,                24, 4,    Bri,
Labour Camp,              12, 4,    Mon,
Stock Exchange,           16, 4,    Ban,
Rail Marshaling Yards,    14, 2,    Ato,
Scientific Farming,        8, 2,    Rfg,
Highways,                 20, 4,    Csc,
Computer,                 28, 3,    Phi,
AA Defences,              18, 6,    Mat,
Coastal Batteries,        10, 1,    Nav,
Female Workforce,          6, 1,    War,
Fishing Harbor,            6, 1,    Sea,
Dockyards,                20, 3,    Tra,
Airport,                  18, 4,    Rad,
Major Military Base,      12, 4,    Dem,
Naval Dockyard,           18, 4,    Nav,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Public Works),           60, 0,    Bri,
Autarky,                  20, 0,    nil,
Penicilin,                25, 0,    Med,
US Financial Markets,     20, 0,    nil,
Station X,                20, 0,    NP, 
Russian Revolution,       30, 0,    nil,
Nuremburg Rallies,        30, 0,    nil,
Maginot Line,             30, 0,    nil,
Hitler's Military Reforms,30, 0,    nil,
London Docks,             30, 0,    Tra,
Polentsi Oilfields,       20, 0,    nil,
War Bonds,                40, 0,    Fun,
Nazi Science,             40, 0,    Ast,
The Royal Navy,           40, 0,    nil,
Adolf Hitler,             30, 0,    nil,
Soviet Industry,          40, 0,    nil,
'Facist Effiency',       40, 0,    Rep,
The United Nations,       40, 0,    RR,
Suez Cannal,              40, 0,    nil,
Lend Lease,               40, 0,    Roc,
French Government,        40, 0,    nil, 
Italian Fleet,            30, 0,    SE, 
Women's Suffrage,         60, 0,    Ind,
Baku Oilfields,           60, 0,    nil,
Atomic Bomb Project,      60, 0,    Ref,
British Empire,           60, 0,    nil,
Apollo Program,           60, 0,    no,
Wartime R&&D,              50, 0,    Fun, 
NKVD,                     60, 0,    Cmn,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
X7,         ; Autarky
nil,        ; Penicilin
nil,        ; US Financial Markets
nil,        ; Station X
Dem,        ; Russian Revolution
X7,         ; Nuremburg Rallies
Gun,        ; Maginot Line
X7,         ; Hitler's Military Reforms
nil,        ; London Docks
nil,        ; Polentsi Oilfields
X6,         ; War Bonds
Esp,        ; Nazi Science
X6,         ; The Royal Navy
X7,         ; Adolf Hitler
nil,        ; Soviet Industry
Fun,        ; 'Facist Effiency'
nil,        ; The United Nations
nil,        ; Suez Cannal
nil,        ; Lend Lease
nil,        ; French Government
nil,        ; Italian Fleet
nil,        ; Women's Suffrage
nil,        ; Baku Oilfields
nil,        ; Atomic Bomb Project
X6,         ; British Empire
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; NKVD


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Sappers,      nil, 0,  1.,0, 14a,8d,  2h,3f, 12,0,  5, Cst, 000001001000000
Engineers,    nil, 0,  1.,0,  0a,2d,  1h,1f, 10,0,  5, Exp, 000000000000000
Reserves,     Inv, 0,  1.,0, 14a,12d, 3h,1f,  4,0,  1, Cst, 000000001000000
Regulars,     Inv, 0,  2.,0, 20a,14d, 4h,1f,  8,0,  1, Cst, 010000001000000
Motorised Infantry,nil, 0,  3.,0, 25a,15d, 2h,1f,  12,0,  1, Amp, 010000001000000
Conscripts,   Eng, 0,  2.,0, 12a,10d, 4h,1f,  4,0,  1, Inv, 010000001000000
Imp. Medium Armour,nil, 0,  3.,0, 35a,10d, 2h,3f,  20,0,  1, ToG, 000000000000010
M4 Sherman,   nil, 0,  1.,0, 35a,12d, 3h,3f,  18,0,  1, X5,  000000000000010
Volunteers,   nil, 0,  2.,0, 18a,14d, 4h,1f,  3,0,  1, Fun, 010100001000000
Partisans,    nil, 0,  1.,0,  6a,8d,  5h,1f,  5,0,  1, Gue, 010001000000011
Panzergrenadier,U2,  0,  3.,0, 31a,19d, 3h,2f,  20,0,  1, Gun, 010000001000010
Neutrals,     nil, 0,  0.,0, 15a,14d, 3h,1f,  4,0,  1, Eng, 000000000000010
Marines,      nil, 0,  1.,0, 25a,10d, 2h,2f,  14,0,  0, Las, 010000001000100
Paratroopers, nil, 0,  1.,0, 26a,8d,  2h,2f,  22,0,  1, Mas, 010001101000010
Armoured Inf, nil, 0,  3.,0, 30a,18d, 3h,2f,  20,0,  0, Ldr, 010000001000010
LR Fighter,   nil, 0, 16.,2, 12a,12d, 2h,2f,  14,0,  0, Plu, 000000000010000
Pz IV,        U2,  0,  2.,0, 32a,9d,  3h,2f,  16,0,  0, Amp, 000000000000010
Waffen SS,    U2,  0,  2.,0, 17a,17d, 2h,1f,  12,0,  0, Gun, 010000001000010
Red Army,     X1,  0,  2.,0, 18a,14d, 2h,1f,  2,0,  0, Cst, 010000001000000
Americans,    nil, 0,  2.,0, 22a,15d, 3h,2f,  2,0,  0, X5,  010000001000000
Ground Attack Aircraft, nil, 1,  8.,2, 30a,2d, 3h,3f,  15,0,  0, Feu, 000000000000000
Torpedo Bomber,nil, 1, 12.,2, 20a,4d,  2h,4f, 20,0,  2, Iro, 000000000001001
Light Armour, ToG, 0,  3.,0, 20a,6d,  2h,2f,  12,0,  0, Che, 000000000000010
Medium Armour,ToG, 0,  3.,0, 30a,8d,  3h,2f,  16,0,  0, Amp, 000000000000010
Heavy Armour, nil, 0,  1.,0, 45a,12d, 3h,3f,  28,0,  0, SFl, 000000000000000
Cavalry,      nil, 0,  1.,0, 14a,8d,  3h,1f,  10,0,  0, Cst, 000001000000010
Corps Artillery,nil, 0,  1.,0, 20a,6d,  2h,3f, 12,0,  0, Ast, 000000001000000
Biplane Fighter,FP,  1,  6.,2,  6a,5d,  1h,1f,  6,0,  3, Cer, 000000000010000
Dive Bomber,  Feu, 1,  7.,2, 20a,2d,  2h,3f, 12,0,  0, Gen, 000000000000000
Monoplane Fighter,PT,  1,  8.,2, 10a,9d,  2h,2f, 10,0,  0, FP,  000000000010000
Med. Bomber,  nil, 1, 12.,2, 25a,3d,  3h,2f,  15,0,  0, Fli, 000000000000000
Lancaster,    U1,  1, 18.,2, 40a,5d,  3h,4f, 20,0,  0, Phy, 000000000000000
Me-262,       U2,  1,  8.,2, 15a,9d, 2h,2f, 22,2,  4, PT,  010000000010000
LST,          nil, 2,  5.,0,  0a,3d,  4h,1f,  6,4,  4, Las, 000000000000000
Freighter,    nil, 2,  8.,0,  0a,2d,  3h,1f,  4,1,  4, Tra, 000000000000000
Armoured Recon,nil, 0, 4.,0,  18a,7d,  3h,1f, 14,0,  6, Gun, 000000000000011
Destroyer,    nil, 2, 14.,0, 12a,14d, 3h,2f,  7,0,  2, Nav, 000000000000000
Diesel-Electric Sub, nil, 2,  10.,0, 20a,8d,  4h,2f,  8,0,  2, Stl,  000000000001000
Old Battleship,Nav, 2,  8.,0, 20a,25d, 4h,3f,  12,0,  2, Cst, 100000000000001
AA Cruiser,   nil, 2, 11.,0, 12a,20d, 3h,3f, 15,0,  2, Met, 110000000000001
Battleship,   nil, 2, 10.,0, 30a,30d, 5h,3f, 28,0,  2, Sth, 000000000000000
Submarine,    Stl, 2,  8.,0, 16a,3d,  3h,2f,  6,0,  2, SE,  000000000001000
Carrier,      nil, 2,  5.,0,  4a,20d, 4h,3f, 26,0,  2, Iro, 000000010000001
Heavy Bomber, nil, 1, 18.,2, 38a,4d,  3h,4f,  20,0,  4, Phy, 000000000000000
Heavy Fighter,PT,  1, 10.,2, 12a,9d,  2h,1f,  13,0,  0, Min, 000000000010000
Nuclear Bomb, nil, 1,  12.,2, 99a,0d,  1h,1f, 32,0,  0, Mob, 001000000000000
Jet Fighter,  nil, 0,  7.,2, 14a,9d, 2h,2f, 22,0,  6, PT,  010000000010000
Maginot Line, nil, 0,  0.,0, 10a,30d, 4h,2f,  1,0,  6, X3,  000000000000000
Swordfish,    U1,  1,  8.,2, 30a,1d,  2h,4f,  14,0,  2, Iro, 100000000001000
Freight,      nil, 0,  3.,0,  0a,1d,  1h,1f,  8,0,  7, Tra, 000000000000010
KGV Class,    U1,  2, 10.,0, 30a,34d, 5h,3f, 26,0,  2, Sth, 010000000000000
IL-2 Shturmovik,X1,  1,  8.,2, 30a,4d,  3h,3f,  10,0,  0, Gen, 000000000000000
Caio Duio Class,X2,  2,  4.,0, 32a,30d, 5h,3f,  28,1,  2, Sth, 000000000000000
Heavy Cruiser,nil, 2, 10.,0, 18a,18d, 2h,2f, 14,0,  2, Nav, 000000000000000
Centurion Tank, U1,0,  2.,0, 45a,11d, 3h,3f,  24,0,  0, SFl, 000000000000010
Char B,       U3,  0,  2.,0, 25a,10d, 3h,2f,  17,0,  0, Amp, 000000000000010
Pz VI Panther,U2,  0,  3.,0, 40a,14d, 3h,3f,  20,0,  0, ToG, 000000000000010
T-34,         X1,  0,  4.,0, 35a,10d,  3h,2f,  15,0,  0, Sup, 000000000000010
Katyusha Brigade, X1,  0, 1.,0, 22a,4d,  2h,3f,  10,0,  0, Rob, 000000001000000
Spitfire,     U1,  1,  8.,2, 12a,10d, 2h,2f,  10,0,  3, FP,  000000000010000
Me-109,       U2,  1,  8.,2, 11a,10d,  2h,2f,  9,0,  3, FP,  000000000010000
Ju 87 Stuka,  U2,  1,  6.,2, 26a,1d,  2h,3f,  10,0,  0, Gen, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,1,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   yes, 4,10,  4,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,4,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,5,  1,1,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Evergreen,  2,4,  1,2,1,   no,  1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Resources,  2,3,  1,3,3,   no,  0, 0, 0,   yes, 6, 6,  3,  no,    ; Gla
Swamp,      2,1,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Steppe,     1,2,  1,0,0,   yes, 1, 4, 3,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,4,2,
Gold,       3,6,  0,1,6,
Labour Camp,1,2,  0,5,1,
Coal Deposit,2,2,  1,10,6,
Peat,       2,3,  1,5,5,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  1,6,6,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Mill,       2,3,  1,4,3,
Rare Minerals,2,4,  1,4,6,
Iron,       3,6,  0,4,0,
Paper Mill, 1,2,  1,2,4,
Oil Refinery,2,2,  1,8,8,
Labour Camp,2,3,  0,5,1,
Quarry,     2,3,  1,6,4,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Neutrality,     Emperor,     Empress
Dictatorship,   King,        Queen
Stalinism,      Comrade,     Comrade
War Democracy,  President,   President
Fascism,         Leader,      Leader
Liberal Democracy,President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Tinned Food,
Shoes,
Tools,
Clothing,
Minerals,
Coal,
Ball Bearings,
Steel,
Wine,
Engines,
Chemicals,
Automobiles,
Gold,
Oil,
Aviation Fuel,
Computers,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













